So-Yeon Yoon
Cornell University
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Featured researches published by So-Yeon Yoon.
International Journal of Human-computer Interaction | 2008
So-Yeon Yoon; James M. Laffey; Hyunjoo Oh
As Web-based interactive 3D graphics (Web 3D), popularly referred to as Virtual Reality, continue to become more affordable, research and development groups in various fields have been adopting Web 3D technology. In addition to simulation of 3D content, the ability to instantly display alternative looks has been recognized as an innovative way to improve communication in such fields as product design, architecture, and e-commerce. Despite substantial adoption of Web 3D, how and how much the technology benefits target users as well as the providers who choose to adapt the Web 3D technology are not well understood. Previous research has established that interactive 3D graphics provide users with unique human–computer interaction (HCI). However, little is known about how users experience the Web 3D graphics technology and how user–system interaction contributes to system usability. The purpose of this study is to build new knowledge of the user experience with interactive-3D graphics systems used for product demonstration. By testing the impact of the technology on the user–system interaction and usability and comparing this impact with that of conventional two-dimensional (2D) graphics, this study tries to better understand the Web 3D technology from an interdisciplinary view of technology acceptance, sense of presence, and HCI. The study investigated how system usability is affected by HCI in the context of a furniture-style preference survey. The results of the study display the clear advantage for Web 3D for usability and show that perceived usefulness and sense of presence both mediate the effect of the technology treatment on the usability outcomes. The contribution of this study is that it includes empirical data to show how Web 3D benefits users when adopted in the context of a product demonstration and how the advantage is obtained through the users interaction with the Web 3D technology.
International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2015
So-Yeon Yoon; Yun Jung Choi; Hyunjoo Oh
Abstract Virtual environments (VEs) offer unique opportunities enabling users to experience real-time interactive objects and environments. Due to its dynamic three-dimensional (3D) presentation capability on two-dimensional screens, research has addressed the VE in relation to users’ spatial cognitive factors. However, little is known about users’ preferred cognitive modes for processing visual information and factors that affect visual cognitive processing in experiencing VEs. Research on gender differences in human–computer interaction has developed as a subfield approached from an interdisciplinary perspective that encompasses fields such as information science, marketing, neuroscience, and education. This study aims to investigate whether different visual cognitive styles influence the sense of presence (i.e., simulated experience in VEs) and how visual cognitions and presence affect user satisfaction of the 3D integrated system, as well as to uncover empirical evidence of gender influence on those relationships. A total of 181 college students (90 men, 91 women) in diverse disciplines participated in an experiment using a VE stimulus and were given a questionnaire. The questionnaire was adapted to measure participants’ tendencies to use object versus spatial visualization, their sense of presence, and user satisfaction in the VE. Using multigroup structural equation modeling, we examined 3D visual information processing and gender effects. The results identify the relationship among visual cognitions, presence, and user satisfaction in VEs. We find it interesting that the results demonstrated significant gender differences in satisfaction as well as in processing visual information that influences user experience of the 3D VR embedded interface. Whereas women’s object visualization style was found to affect their sense of presence in VEs; for men, it was spatial visualization. This result supports and further explains findings of previous studies suggesting that gender effects account for differences in processing visual information.
Journal of Global Fashion Marketing | 2015
Ha Kyung Lee; So-Yeon Yoon; Ji Yeon Lee; Ha Bin Kim; Hyun Jin Kwon; Hyo Jeong Kang; Hee Jin Hur; Mi-Ah Lee; Dae Geun Jun
This study examines consumer attention to and the perceived aesthetics of sale signs, such as the designs (size and color) of the Point of Purchase (POP) sale signs outside shops, and how these factors affect consumer intention to visit a shop based on expectation regarding the stores. External store stimuli were created using the Sketchup 8 software package. Research found that influences on intention to visit a store can differ depending on how the sale signs are perceived. Consumer expectations of the store can differ depending on the size of sale signs and the colors employed. We expect that the outcomes of this study will aid fashion brands in designing sale signs that reflect their brand value and image. Sale sign planning and utilization as a part of the strategy will be the key factor that can affect consumer behavior.
Environment and Planning B-planning & Design | 2015
Tilanka Chandrasekera; So-Yeon Yoon; Newton D'Souza
In this study we explore how soundscapes can be used as navigational aids in virtual environments and empirically investigate the correlation between immersiveness in virtual environments and spatial abilities when soundscapes are used as landmarks for wayfinding. We attempt to advance knowledge regarding auditory cues contributing to enhanced immersive and navigational experience in virtual environments. Findings are likely to be utilized in effective design for physical environments and wayfinding.
Archive | 2014
So-Yeon Yoon; Kevin Wise
The affective experience of a color environment has rarely been tested in actual physical settings. In addition to the challenges of manipulating and controlling colors in a real-world setting, an environment with multiple attributes and colors is more difficult to empirically study. Advanced computer graphic technology allows photorealistic representations of an environment, with the ability to control visual attributes and manipulate colors in the environment. Using Kobayashis color image scale (CIS) theory (Kobayashi in Color Res Appl 6:93–107, 1981) [1] and multimodal measures of user experience based on the interaction of emotion and cognition in processing visual messages, this study explores the feasibility of this framework for future research in color emotions. Ultimately, this study aims to support decision makers of commercial and health-care environments with a more reliable and empirical basis for user experience.
international symposium on mixed and augmented reality | 2015
Tilanka Chandrasekera; So-Yeon Yoon
We present a Markerless 3D Augmented Reality Application for virtual accessory try-on applications around human arm. The system is based on a Kinect sensor and a multi-layer rendering framework to render RGB, depth data and 3D model of accessories simultaneously. The aim is to support realistic visualization of virtual objects around human arm, by detecting wrist pose and handling occlusion for various interactive marketing and retail applications, such as virtual watch try-on.My research focus is on posthumanism: future biomorphic transformations and sculptural reconstruction of the human body. I work with digital—physical sculpture, data art, performance and contemporary technology and materials, such as 3D printing, attempting to bridge the gap between art, science, design and technology. My work investigates a presently topical discourse on the aspects of posthumanism theories, such as bioengineering, gender issues and outer space exploration. Philosophically, I lean on posthumanism theories, uncovered by Cary Wolfe, Daryl Wennemann, N. Katherine Hayles, et al. I further these ideas into sculptural surfaces, enmeshing future skin concept and biomorphic transformations of the skin based on the data from the human body. Current research eventually will result in a multi sensorial experience with mixed reality scenarios — exhibition and performances with augmented to body 3D printed sculptures — a visualisation of humans personal data. The work contributes articulating future possibilities of the relationship of technology and the body. The contribution can be important to the postgender related discussion in relation to digital technologies, data and bodies; to the augmented and mixed reality issues relating to the body and also the themes of embodiment, bodies of matter and data bodies. The objects encapsulate different layers of information and might encourage different perspective on posthumanism.
Journal of Global Fashion Marketing | 2015
Ho Jung Choo; So-Yeon Yoon
This article discusses the emerging role of visual merchandising for fashion retailers as a competitive strategy. Three research papers are introduced for the Journal of Global Fashion Marketings 2014 special issue on visual merchandising. The fashion retail market has been changing faster than any other market and this change is not a gradual one; it is, rather, revolutionary. One of the most important factors leading this change is the emergence of online shopping, including all different kinds of non-brick-and-mortar commerce through mobile devices, television and kiosks. Fashion retailers who maintain their physical stores must cope with the raised expectations and evolved shopping habits of customers, who are concurrently able to enjoy cyber shopping anywhere in the world.
Korean Society for Emotion and Sensibility | 2018
Yeo Jin Jung; Yuri Lee; Ha Youn Kim; So-Yeon Yoon
As information and communication technologies (ICTs) become more advanced, consumers are able to experience retailing activities such as searching for products and services in online retail shops and for Internet-exclusive branded contents. Specifically, fashion retailers are facing the need to develop more novel experiential design than one another to maximize customers’ experience in Internet websites and secure sustainable competency. Confirming methods of organic integration of experiential and visual features of both online and mobile channels is an important aspect of the study of extended consumers’ interfaces of retail channels. Mehrabian and Russell’s stimulusorganism- response (S-O-R) paradigm and Sugiyama and Andree’s attention, interest, search, action, and share (AISAS) model were used for this research. Specifically, the present study considered the effect of e-commerce website features on consumers’ emotional reactions (pleasure and arousal) and the consequent impact on online consumer behaviors (search, action, and share). Hence, plus the self-reported survey methods, each subject’s psychophysiological indicators (i.e., pleasure and arousal) were measured to obtain more objective and reliable data and to redeem the results of the self-reported survey. Findings revealed the implications of the e-commerce website feature by comprehending the S-O-R paradigm and AISAS model and extending the understanding of the role of variables associated with comprehended frameworks based on psychophysiological data.
Archive | 2004
Hyunjoo Oh; So-Yeon Yoon; Jana M. Hawley
International Journal of Contemporary Hospitality Management | 2012
Johye Hwang; So-Yeon Yoon; Lawrence J. Bendle